﻿// --------------------------------------------------------------------------------------------------------------------
// <copyright file="PhotonNetwork.cs" company="Exit Games GmbH">
//   Part of: Photon Unity Networking
// </copyright>
// --------------------------------------------------------------------------------------------------------------------

using UnityEngine;
using System;
using System.Collections.Generic;
using ExitGames.Client.Photon;
using Hashtable = ExitGames.Client.Photon.Hashtable;

#if UNITY_EDITOR
using UnityEditor;
#endif


/// <summary>
/// The main class to use the PhotonNetwork plugin.
/// This class is static.
/// </summary>
/// \ingroup publicApi
public static class PhotonNetwork
{
    /// <summary>Version number of PUN. Also used in GameVersion to separate client version from each other.</summary>
    public const string versionPUN = "1.50";

    public static string gameVersion
    {
        get { return networkingPeer.mAppVersion; }
        set { networkingPeer.mAppVersion = value; }
    }

    /// <summary>
    /// This Monobehaviour allows Photon to run an Update loop.
    /// </summary>
    internal static readonly PhotonHandler photonMono;

    /// <summary>
    /// Photon peer class that implements LoadBalancing in PUN.
    /// Primary use is internal (by PUN itself).
    /// </summary>
    internal static NetworkingPeer networkingPeer;

    /// <summary>
    /// The maximum amount of assigned PhotonViews PER player (or scene). See the documentation on how to raise this limitation
    /// </summary>
    public static readonly int MAX_VIEW_IDS = 1000; // VIEW & PLAYER LIMIT CAN BE EASILY CHANGED, SEE DOCS


    /// <summary>Name of the PhotonServerSettings file (used to load and by PhotonEditor to save new files).</summary>
    public const string serverSettingsAssetFile = "PhotonServerSettings";

    /// <summary>Path to the PhotonServerSettings file (used by PhotonEditor).</summary>
    public const string serverSettingsAssetPath = "Assets/Photon Unity Networking/Resources/" + PhotonNetwork.serverSettingsAssetFile + ".asset";


    /// <summary>Serialized server settings, written by the Setup Wizard for use in ConnectUsingSettings.</summary>
    public static ServerSettings PhotonServerSettings = (ServerSettings)Resources.Load(PhotonNetwork.serverSettingsAssetFile, typeof(ServerSettings));

    /// <summary>Currently used server address (no matter if master or game server).</summary>
    public static string ServerAddress { get { return (networkingPeer != null) ? networkingPeer.ServerAddress : "<not connected>"; } }

    /// <summary>
    /// The minimum difference that a Vector2 or Vector3(e.g. a transforms rotation) needs to change before we send it via a PhotonView's OnSerialize/ObservingComponent
    /// Note that this is the sqrMagnitude. E.g. to send only after a 0.01 change on the Y-axix, we use 0.01f*0.01f=0.0001f. As a remedy against float inaccuracy we use 0.000099f instead of 0.0001f.
    /// </summary>
    public static float precisionForVectorSynchronization = 0.000099f;

    /// <summary>
    /// The minimum angle that a rotation needs to change before we send it via a PhotonView's OnSerialize/ObservingComponent
    /// </summary>
    public static float precisionForQuaternionSynchronization = 1.0f;

    /// <summary>
    /// The minimum difference between floats before we send it via a PhotonView's OnSerialize/ObservingComponent
    /// </summary>
    public static float precisionForFloatSynchronization = 0.01f;

    /// <summary>
    /// False until you connected to Photon initially. True in offline mode, while connected to any server and even while switching servers but
    /// </summary>
    public static bool connected
    {
        get
        {
            if (offlineMode)
            {
                return true;
            }

            if (networkingPeer == null)
            {
                return false;
            }

            return !networkingPeer.IsInitialConnect && networkingPeer.State != PeerState.PeerCreated && networkingPeer.State != PeerState.Disconnected && networkingPeer.State != PeerState.Disconnecting && networkingPeer.State != PeerState.ConnectingToNameServer;
        }
    }

    /// <summary>
    /// True when you called ConnectUsingSettings (or similar) until the low level connection to Photon gets established.
    /// </summary>
    public static bool connecting
    {
        get { return networkingPeer.IsInitialConnect && !offlineMode; }
    }

    /// <summary>
    /// A refined version of connected which is true only if your connection to the server is ready to accept operations like join, leave, etc.
    /// </summary>
    public static bool connectedAndReady
    {
        get
        {
            // connected property will check offlineMode and networkingPeer being null
            if (!connected)
            {
                return false;
            }

            if (offlineMode)
            {
                return true;
            }

            switch (connectionStateDetailed)
            {
                case PeerState.PeerCreated:
                case PeerState.Disconnected:
                case PeerState.Disconnecting:
                case PeerState.Authenticating:
                case PeerState.ConnectingToGameserver:
                case PeerState.ConnectingToMasterserver:
                case PeerState.ConnectingToNameServer:
                case PeerState.Joining:
                case PeerState.Leaving:
                    return false;   // we are not ready to execute any operations
            }

            return true;
        }
    }

    /// <summary>
    /// Simplified connection state
    /// </summary>
    public static ConnectionState connectionState
    {
        get
        {
            if (offlineMode)
            {
                return ConnectionState.Connected;
            }

            if (networkingPeer == null)
            {
                return ConnectionState.Disconnected;
            }

            switch (networkingPeer.PeerState)
            {
                case PeerStateValue.Disconnected:
                    return ConnectionState.Disconnected;
                case PeerStateValue.Connecting:
                    return ConnectionState.Connecting;
                case PeerStateValue.Connected:
                    return ConnectionState.Connected;
                case PeerStateValue.Disconnecting:
                    return ConnectionState.Disconnecting;
                case PeerStateValue.InitializingApplication:
                    return ConnectionState.InitializingApplication;
            }

            return ConnectionState.Disconnected;
        }
    }

    /// <summary>
    /// Detailed connection state (ignorant of PUN, so it can be "disconnected" while switching servers).
    /// </summary>
    /// <remarks>
    /// In OfflineMode, this is PeerState.Joined (after create/join) or it is ConnectedToMaster in all other cases.
    /// </remarks>
    public static PeerState connectionStateDetailed
    {
        get
        {
            if (offlineMode)
            {
                return (offlineModeRoom != null) ? PeerState.Joined : PeerState.ConnectedToMaster;
            }

            if (networkingPeer == null)
            {
                return PeerState.Disconnected;
            }

            return networkingPeer.State;
        }
    }

    /// <summary>
    /// A user's authentication values used during connect for Custom Authentication with Photon (and a custom service/community).
    /// Set these before calling Connect if you want custom authentication.
    /// </summary>
    /// <remarks>
    /// If authentication fails for any values, PUN will call your implementation of OnCustomAuthenticationFailed(string debugMsg).
    /// See: PhotonNetworkingMessage.OnCustomAuthenticationFailed
    /// </remarks>
    public static AuthenticationValues AuthValues
    {
        get { return (networkingPeer != null) ? networkingPeer.CustomAuthenticationValues : null; }
        set { if (networkingPeer != null) networkingPeer.CustomAuthenticationValues = value; }
    }

    /// <summary>
    /// Get the room we're currently in. Null if we aren't in any room.
    /// </summary>
    public static Room room
    {
        get
        {
            if (isOfflineMode)
            {
                return offlineModeRoom;
            }

            return networkingPeer.mCurrentGame;
        }
    }

    /// <summary>If true, Instantiate methods will check if you are in a room and fail if you are not.</summary>
    /// <remarks>
    /// Instantiating anything outside of a specific room is very likely to break things.
    /// Turn this off only if you know what you do.</remarks>
    public static bool InstantiateInRoomOnly = true;

    /// <summary>
    /// Network log level. Controls how verbose PUN is.
    /// </summary>
    public static PhotonLogLevel logLevel = PhotonLogLevel.ErrorsOnly;

    /// <summary>
    /// The local PhotonPlayer. Always available and represents this player.
    /// CustomProperties can be set before entering a room and will be synced as well.
    /// </summary>
    public static PhotonPlayer player
    {
        get
        {
            if (networkingPeer == null)
            {
                return null; // Surpress ExitApplication errors
            }

            return networkingPeer.mLocalActor;
        }
    }

    /// <summary>
    /// The PhotonPlayer of the master client. The master client is the 'virtual owner' of the room. You can use it if you need authorative decision made by one of the players.
    /// </summary>
    /// <remarks>
    /// The masterClient is null until a room is joined and becomes null again when the room is left.
    /// </remarks>
    public static PhotonPlayer masterClient
    {
        get
        {
            if (networkingPeer == null)
            {
                return null;
            }

            return networkingPeer.mMasterClient;
        }
    }

    /// <summary>
    /// Allows the current Master Client to assign someone else as MC - custom selection should pick the same user on any client.
    /// </summary>
    /// <remarks>
    /// The ReceiverGroup.MasterClient (usable in RPCs) is not affected by this (still points to lowest player.ID in room).
    /// Avoid using this enum value (and send to a specific player instead).
    ///
    /// If the current Master Client leaves, PUN will detect a new one by "lowest player ID". Implement OnMasterClientSwitched
    /// to get a callback in this case. The PUN-selected Master Client might assign a new one.
    ///
    /// Make sure you don't create an endless loop of Master-assigning! When selecting a custom Master Client, all clients
    /// should point to the same player, no matter who actually assigns this player.
    ///
    /// Locally the Master Client is immediately switched, while remote clients get an event. This means the game
    /// is tempoarily without Master Client like when a current Master Client leaves.
    ///
    /// When switching the Master Client manually, keep in mind that this user might leave and not do it's work, just like
    /// any Master Client.
    /// </remarks>
    /// <param name="masterClientPlayer">The player of the next Master Client.</param>
    /// <returns>False when this synced action couldn't be done. Must be online and Master Client.</returns>
    public static bool SetMasterClient(PhotonPlayer masterClientPlayer)
    {
        if (!VerifyCanUseNetwork() || !isMasterClient)
        {
            return false;
        }

        return networkingPeer.SetMasterClient(masterClientPlayer.ID, true);
    }

    /// <summary>
    /// This local player's name.
    /// </summary>
    /// <remarks>Setting the name will automatically send it, if connected. Setting null, won't change the name.</remarks>
    public static string playerName
    {
        get
        {
            return networkingPeer.PlayerName;
        }

        set
        {
            networkingPeer.PlayerName = value;
        }
    }

    /// <summary>
    /// The full PhotonPlayer list, including the local player.
    /// </summary>
    public static PhotonPlayer[] playerList
    {
        get
        {
            if (networkingPeer == null)
                return new PhotonPlayer[0];

            return networkingPeer.mPlayerListCopy;
        }
    }

    /// <summary>
    /// The other PhotonPlayers, not including our local player.
    /// </summary>
    public static PhotonPlayer[] otherPlayers
    {
        get
        {
            if (networkingPeer == null)
                return new PhotonPlayer[0];

            return networkingPeer.mOtherPlayerListCopy;
        }
    }

    /// <summary>
    /// Read-only list of friends, their online status and the room they are in. Null until initialized by a FindFriends call.
    /// </summary>
    /// <remarks>
    /// Do not modify this list!
    /// It is internally handled by FindFriends and only available to read the values.
    /// The value of FriendsListAge tells you how old the data is in milliseconds.
    ///
    /// Don't get this list more often than useful (> 10 seconds). In best case, keep the list you fetch really short.
    /// You could (e.g.) get the full list only once, then request a few updates only for friends who are online.
    /// After a while (e.g. 1 minute), you can get the full list again (to update online states).
    /// </remarks>
    public static List<FriendInfo> Friends { get; internal set; }

    /// <summary>
    /// Age of friend list info (in milliseconds). It's 0 until a friend list is fetched.
    /// </summary>
    public static int FriendsListAge
    {
        get { return (networkingPeer != null) ? networkingPeer.FriendsListAge : 0; }
    }

    /// <summary>
    /// While enabled (true), Instantiate uses PhotonNetwork.PrefabCache to keep game objects in memory (improving instantiation of the same prefab).
    /// </summary>
    /// <remarks>
    /// Setting UsePrefabCache to false during runtime will not clear PrefabCache but will ignore it right away.
    /// You could clean and modify the cache yourself. Read its comments.
    /// </remarks>
    public static bool UsePrefabCache = true;

    /// <summary>
    /// Keeps references to GameObjects for frequent instantiation (out of memory instead of loading the Resources).
    /// </summary>
    /// <remarks>
    /// You should be able to modify the cache anytime you like, except while Instantiate is used. Best do it only in the main-Thread.
    /// </remarks>
    public static Dictionary<string, GameObject> PrefabCache = new Dictionary<string, GameObject>();

    /// <summary>
    /// Offline mode can be set to re-use your multiplayer code in singleplayer game modes.
    /// When this is on PhotonNetwork will not create any connections and there is near to
    /// no overhead. Mostly usefull for reusing RPC's and PhotonNetwork.Instantiate
    /// </summary>
    public static bool offlineMode
    {
        get
        {
            return isOfflineMode;
        }

        set
        {
            if (value == isOfflineMode)
            {
                return;
            }

            if (value && connected)
            {
                Debug.LogError("Can't start OFFLINE mode while connected!");
            }
            else
            {
                if (networkingPeer.PeerState != PeerStateValue.Disconnected)
                {
                    networkingPeer.Disconnect(); // Cleanup (also calls OnLeftRoom to reset stuff)
                }
                isOfflineMode = value;
                if (isOfflineMode)
                {
                    NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnConnectedToMaster);
                    networkingPeer.ChangeLocalID(1);
                    networkingPeer.mMasterClient = player;
                }
                else
                {
                    offlineModeRoom = null;
                    networkingPeer.ChangeLocalID(-1);
                    networkingPeer.mMasterClient = null;
                }
            }
        }
    }

    private static bool isOfflineMode = false;
    private static Room offlineModeRoom = null;

    public static bool UseNameServer = true;

    /// <summary>
    /// If not null, this is the (exclusive) list of GameObjects that get called by PUN SendMonoMessage().
    /// </summary>
    /// <remarks>
    /// For all callbacks defined in PhotonNetworkingMessage, PUN will use SendMonoMessage and
    /// call FindObjectsOfType() to find all scripts and GameObjects that might want a callback by PUN.
    ///
    /// PUN callbacks are not very frequent (in-game, property updates are most frequent) but
    /// FindObjectsOfType is time consuming and with a large number of GameObjects, performance might
    /// suffer.
    ///
    /// Optionally, SendMonoMessageTargets can be used to supply a list of target GameObjects. This
    /// skips the FindObjectsOfType() but any GameObject that needs callbacks will have to Add itself
    /// to this list.
    ///
    /// If null, the default behaviour is to do a SendMessage on each GameObject with a MonoBehaviour.
    /// </remarks>
    public static HashSet<GameObject> SendMonoMessageTargets;

    public static Type SendMonoMessageTargetType = typeof(MonoBehaviour);
    

    /// <summary>
    /// Populates SendMonoMessageTargets with currently existing GameObjects that have a Component of type.
    /// </summary>
    /// <param name="type">If null, this will use SendMonoMessageTargets as component-type (MonoBehaviour by default).</param>
    public static void CacheSendMonoMessageTargets(Type type)
    {
        if (type == null) type = SendMonoMessageTargetType;
        PhotonNetwork.SendMonoMessageTargets = FindGameObjectsWithComponent(type);
    }

    public static HashSet<GameObject> FindGameObjectsWithComponent(Type type)
    {
        HashSet<GameObject> objectsWithComponent = new HashSet<GameObject>();

        Component[] targetComponents = (Component[]) GameObject.FindObjectsOfType(type);
        for (int index = 0; index < targetComponents.Length; index++)
        {
            objectsWithComponent.Add(targetComponents[index].gameObject);
        }

        return objectsWithComponent;
    }

    /// <summary>
    /// The maximum number of players for a room. Better: Set it in CreateRoom.
    /// If no room is opened, this will return 0.
    /// </summary>
    [Obsolete("Used for compatibility with Unity networking only.")]
    public static int maxConnections
    {
        get
        {
            if (room == null)
            {
                return 0;
            }

            return (int)room.maxPlayers;
        }

        set
        {
            room.maxPlayers = value;
        }
    }

    /// <summary>Defines if PUN automatically synchronizes the loaded level per room. Default: false / disabled.</summary>
    /// <remarks>
    /// If the MasterClient loads a level, all clients will load the new scene too.
    /// This also takes care of smooth loading of the game scene after joining a game.
    ///
    /// In best case, use PhotonNetwork.LoadLevel on the Master Client to change levels.
    /// </remarks>
    /// <value>
    /// <c>true</c> if automatically sync scene; otherwise, <c>false</c>.
    /// </value>
    public static bool automaticallySyncScene
    {
        get
        {
            return _mAutomaticallySyncScene;
        }
        set
        {
            _mAutomaticallySyncScene = value;
            if (_mAutomaticallySyncScene && room != null)
            {
                networkingPeer.LoadLevelIfSynced();
            }
        }
    }

    private static bool _mAutomaticallySyncScene = false;

    /// <summary>
    /// This setting defines if players in a room should destroy a leaving player's instantiated GameObjects and PhotonViews.
    ///
    /// When "this client" creates a room/game, autoCleanUpPlayerObjects is copied to that room's properties and used by all
    /// PUN clients in that room (no matter what their autoCleanUpPlayerObjects value is).
    ///
    /// If room.AutoCleanUp is enabled in a room, the PUN clients will destroy a player's objects on leave.
    /// </summary>
    /// <remarks>
    /// When enabled, the server will clean RPCs, instantiated GameObjects and PhotonViews of the leaving player and joining
    /// players won't get those at anymore.
    ///
    /// Once a room is created, this setting can't be changed anymore.
    ///
    /// Enabled by default.
    /// </remarks>
    public static bool autoCleanUpPlayerObjects
    {
        get
        {
            return m_autoCleanUpPlayerObjects;
        }
        set
        {
            if (room != null)
                Debug.LogError("Setting autoCleanUpPlayerObjects while in a room is not supported.");
            else m_autoCleanUpPlayerObjects = value;
        }
    }

    private static bool m_autoCleanUpPlayerObjects = true;

    /// <summary>
    /// Defines if the PhotonNetwork should join the "lobby" when connected to the Master server.
    /// </summary>
    /// <remarks>
    /// If this is false, OnConnectedToMaster() will be called when connection to the Master is available.
    /// OnJoinedLobby() will NOT be called if this is false.
    ///
    /// Enabled by default.
    /// 
    /// The room listing will not become available.
    /// Rooms can be created and joined (randomly) without joining the lobby (and getting sent the room list).
    /// </remarks>
    public static bool autoJoinLobby
    {
        get
        {
            return autoJoinLobbyField;
        }
        set
        {
            autoJoinLobbyField = value;
        }
    }

    /// <summary>
    /// Backing field.
    /// </summary>
    private static bool autoJoinLobbyField = true;

    /// <summary>True while this client is in a lobby.</summary>
    /// <remarks>
    /// You are automatically leaving any lobby when you join a room!
    /// Lobbies only exist on the Master Server (whereas rooms are handled by Game Servers).
    /// </remarks>
    public static bool insideLobby
    {
        get
        {
            return networkingPeer.insideLobby;
        }
    }

    /// <summary>
    /// The lobby that will be used when PUN joins a lobby or creates a game.
    /// </summary>
    /// <remarks>
    /// The default lobby uses an empty string as name.
    /// PUN will enter a lobby on the Master Server if autoJoinLobby is set to true. 
    /// So when you connect or leave a room, PUN automatically gets you into a lobby again.
    /// 
    /// Check PhotonNetwork.insideLobby if the client is in a lobby.
    /// (@ref masterServerAndLobby)
    /// </remarks>
    public static TypedLobby lobby
    {
        get { return networkingPeer.lobby; }
        set { networkingPeer.lobby = value; }
    }

    /// <summary>
    /// Defines how many times per second PhotonNetwork should send a package. If you change
    /// this, do not forget to also change 'sendRateOnSerialize'.
    /// </summary>
    /// <remarks>
    /// Less packages are less overhead but more delay.
    /// Setting the sendRate to 50 will create up to 50 packages per second (which is a lot!).
    /// Keep your target platform in mind: mobile networks are slower and less reliable.
    /// </remarks>
    public static int sendRate
    {
        get
        {
            return 1000 / sendInterval;
        }

        set
        {
            sendInterval = 1000 / value;
            if (photonMono != null)
            {
                photonMono.updateInterval = sendInterval;
            }

            if (value < sendRateOnSerialize)
            {
                // sendRateOnSerialize needs to be <= sendRate
                sendRateOnSerialize = value;
            }
        }
    }

    /// <summary>
    /// Defines how many times per second OnPhotonSerialize should be called on PhotonViews.
    /// </summary>
    /// <remarks>
    /// Choose this value in relation to 'sendRate'. OnPhotonSerialize will creart the commands to be put into packages.
    /// A lower rate takes up less performance but will cause more lag.
    /// </remarks>
    public static int sendRateOnSerialize
    {
        get
        {
            return 1000 / sendIntervalOnSerialize;
        }

        set
        {
            if (value > sendRate)
            {
                Debug.LogError("Error, can not set the OnSerialize SendRate more often then the overall SendRate");
                value = sendRate;
            }

            sendIntervalOnSerialize = 1000 / value;
            if (photonMono != null)
            {
                photonMono.updateIntervalOnSerialize = sendIntervalOnSerialize;
            }
        }
    }

    private static int sendInterval = 50; // in miliseconds.

    private static int sendIntervalOnSerialize = 100; // in miliseconds. I.e. 100 = 100ms which makes 10 times/second

    /// <summary>
    /// Can be used to pause dispatching of incoming evtents (RPCs, Instantiates and anything else incoming).
    /// </summary>
    /// <remarks>
    /// While IsMessageQueueRunning == false, the OnPhotonSerializeView calls are not done and nothing is sent by
    /// a client. Also, incoming messages will be queued until you re-activate the message queue.
    ///
    /// This can be useful if you first want to load a level, then go on receiving data of PhotonViews and RPCs.
    /// The client will go on receiving and sending acknowledgements for incoming packages and your RPCs/Events.
    /// This adds "lag" and can cause issues when the pause is longer, as all incoming messages are just queued.
    /// </remarks>
    public static bool isMessageQueueRunning
    {
        get
        {
            return m_isMessageQueueRunning;
        }

        set
        {
            if (value) PhotonHandler.StartFallbackSendAckThread();
            networkingPeer.IsSendingOnlyAcks = !value;
            m_isMessageQueueRunning = value;
        }
    }

    /// <summary>Backup for property isMessageQueueRunning.</summary>
    private static bool m_isMessageQueueRunning = true;

    /// <summary>
    /// Used once per dispatch to limit unreliable commands per channel (so after a pause, many channels can still cause a lot of unreliable commands)
    /// </summary>
    public static int unreliableCommandsLimit
    {
        get
        {
            return networkingPeer.LimitOfUnreliableCommands;
        }

        set
        {
            networkingPeer.LimitOfUnreliableCommands = value;
        }
    }

    /// <summary>
    /// Photon network time, synched with the server
    /// </summary>
    /// <remarks>
    /// v1.3:
    /// This time reflects milliseconds since start of the server, cut down to 4 bytes.
    /// It will overflow every 49 days from a high value to 0. We do not (yet) compensate this overflow.
    /// Master- and Game-Server will have different time values.
    /// v1.10:
    /// Fixed issues with precision for high server-time values. This should update with 15ms precision by default.
    /// </remarks>
    public static double time
    {
        get
        {
            if (offlineMode)
            {
                return Time.time;
            }
            else
            {
                return ((double)(uint)networkingPeer.ServerTimeInMilliSeconds) / 1000.0f;
            }
        }
    }

    /// <summary>
    /// Are we the master client?
    /// </summary>
    public static bool isMasterClient
    {
        get
        {
            if (offlineMode)
            {
                return true;
            }
            else
            {
                return networkingPeer.mMasterClient == networkingPeer.mLocalActor;
            }
        }
    }

    /// <summary>Is true while being in a room (connectionStateDetailed == PeerState.Joined).</summary>
    /// <remarks>
    /// Many actions can only be executed in a room, like Instantiate or Leave, etc.
    /// You can join a room in offline mode, too.
    /// </remarks>
    public static bool inRoom
    {
        get
        {
            // in offline mode, you can be in a room too and connectionStateDetailed then returns Joined like on online mode!
            return connectionStateDetailed == PeerState.Joined;
        }
    }

    /// <summary>
    /// True if we are in a room (client) and NOT the room's masterclient
    /// </summary>
    public static bool isNonMasterClientInRoom
    {
        get
        {
            return !isMasterClient && room != null;
        }
    }

    /// <summary>
    /// The count of players currently looking for a room (available on MasterServer in 5sec intervals).
    /// </summary>
    public static int countOfPlayersOnMaster
    {
        get
        {
            return networkingPeer.mPlayersOnMasterCount;
        }
    }

    /// <summary>
    /// Count of users currently playing your app in some room (sent every 5sec by Master Server). Use playerList.Count to get the count of players in the room you're in!
    /// </summary>
    public static int countOfPlayersInRooms
    {
        get
        {
            return networkingPeer.mPlayersInRoomsCount;
        }
    }

    /// <summary>
    /// The count of players currently using this application (available on MasterServer in 5sec intervals).
    /// </summary>
    public static int countOfPlayers
    {
        get
        {
            return networkingPeer.mPlayersInRoomsCount + networkingPeer.mPlayersOnMasterCount;
        }
    }

    /// <summary>
    /// The count of rooms currently in use (available on MasterServer in 5sec intervals).
    /// </summary>
    /// <remarks>
    /// While inside the lobby you can also check the count of listed rooms as: PhotonNetwork.GetRoomList().Length.
    /// Since PUN v1.25 this is only based on the statistic event Photon sends (counting all rooms).
    /// </remarks>
    public static int countOfRooms
    {
        get
        {
            return networkingPeer.mGameCount;
        }
    }

    /// <summary>
    /// Enables or disables the collection of statistics about this client's traffic.
    /// </summary>
    /// <remarks>
    /// If you encounter issues with clients, the traffic stats are a good starting point to find solutions.
    /// Only with enabled stats, you can use GetVitalStats
    /// </remarks>
    public static bool NetworkStatisticsEnabled
    {
        get
        {
            return networkingPeer.TrafficStatsEnabled;
        }

        set
        {
            networkingPeer.TrafficStatsEnabled = value;
        }
    }

    /// <summary>
    /// Count of commands that got repeated (due to local repeat-timing before an ACK was received).
    /// </summary>
    public static int ResentReliableCommands
    {
        get { return networkingPeer.ResentReliableCommands; }
    }

    /// <summary>Crc checks can be useful to detect and avoid issues with broken datagrams. Can be enabled while not connected.</summary>
    public static bool CrcCheckEnabled
    {
        get { return networkingPeer.CrcEnabled; }
        set
        {
            if (!connected && !connecting)
            {
                networkingPeer.CrcEnabled = value;
            }
            else
            {
                Debug.Log("Can't change CrcCheckEnabled while being connected. CrcCheckEnabled stays " + networkingPeer.CrcEnabled);
            }
        }
    }

    /// <summary>If CrcCheckEnabled, this counts the incoming packages that don't have a valid CRC checksum and got rejected.</summary>
    public static int PacketLossByCrcCheck
    {
        get { return networkingPeer.PacketLossByCrc; }
    }

    /// <summary>Defines the number of times a reliable message can be resent before not getting an ACK for it will trigger a disconnect. Default: 5.</summary>
    /// <remarks>Less resends mean quicker disconnects, while more can lead to much more lag without helping. Min: 3. Max: 10.</remarks>
    public static int MaxResendsBeforeDisconnect
    {
        get { return networkingPeer.SentCountAllowance; }
        set
        {
            if (value < 3) value = 3;
            if (value > 10) value = 10;
            networkingPeer.SentCountAllowance = value;
        }
    }

    /// <summary>The server this client is currently connected or connecting to.</summary>
    public static ServerConnection Server { get { return PhotonNetwork.networkingPeer.server; } }

    /// <summary>
    /// Defines the delegate usable in OnEventCall.
    /// </summary>
    /// <remarks>Any eventCode &lt; 200 will be forwarded to your delegate(s).</remarks>
    /// <param name="eventCode">The code assigend to the incoming event.</param>
    /// <param name="content">The content the sender put into the event.</param>
    /// <param name="senderId">The ID of the player who sent the event. It might be 0, if the "room" sent the event.</param>
    public delegate void EventCallback(byte eventCode, object content, int senderId);

    /// <summary>Register your RaiseEvent handling methods here by using "+=".</summary>
    /// <remarks>Any eventCode &lt; 200 will be forwarded to your delegate(s).</remarks>
    /// <see cref="RaiseEvent"/>
    public static EventCallback OnEventCall;


    internal static int lastUsedViewSubId = 0;  // each player only needs to remember it's own (!) last used subId to speed up assignment
    internal static int lastUsedViewSubIdStatic = 0;  // per room, the master is able to instantiate GOs. the subId for this must be unique too
    internal static List<int> manuallyAllocatedViewIds = new List<int>();

    /// <summary>
    /// Resets the traffic stats and re-enables them.
    /// </summary>
    public static void NetworkStatisticsReset()
    {
        networkingPeer.TrafficStatsReset();
    }


    /// <summary>
    /// Only available when NetworkStatisticsEnabled was used to gather some stats.
    /// </summary>
    /// <returns>A string with vital networking statistics.</returns>
    public static string NetworkStatisticsToString()
    {
        if (networkingPeer == null || offlineMode)
        {
            return "Offline or in OfflineMode. No VitalStats available.";
        }

        return networkingPeer.VitalStatsToString(false);
    }

    /// <summary>
    /// Static constructor used for basic setup.
    /// </summary>
    static PhotonNetwork()
    {
        #if UNITY_EDITOR
        if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode)
        {
            //Debug.Log(string.Format("PhotonNetwork.ctor() Not playing {0} {1}", UnityEditor.EditorApplication.isPlaying, UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode));
            return;
        }

        // This can happen when you recompile a script IN play made
        // This helps to surpress some errors, but will not fix breaking
        PhotonHandler[] photonHandlers = GameObject.FindObjectsOfType(typeof(PhotonHandler)) as PhotonHandler[];
        if (photonHandlers != null && photonHandlers.Length > 0)
        {
            Debug.LogWarning("Unity recompiled. Connection gets closed and replaced. You can connect as 'new' client.");
            foreach (PhotonHandler photonHandler in photonHandlers)
            {
                //Debug.Log("Handler: " + photonHandler + " photonHandler.gameObject: " + photonHandler.gameObject);
                photonHandler.gameObject.hideFlags = 0;
                GameObject.DestroyImmediate(photonHandler.gameObject);
                Component.DestroyImmediate(photonHandler);
            }
        }
        #endif

        Application.runInBackground = true;

        // Set up a MonoBehaviour to run Photon, and hide it
        GameObject photonGO = new GameObject();
        photonMono = (PhotonHandler)photonGO.AddComponent<PhotonHandler>();
        photonGO.name = "PhotonMono";
        photonGO.hideFlags = HideFlags.HideInHierarchy;


        // Set up the NetworkingPeer and use protocol of PhotonServerSettings
        networkingPeer = new NetworkingPeer(photonMono, string.Empty, PhotonNetwork.PhotonServerSettings.Protocol);


        // Local player
        CustomTypes.Register();
    }

    /// <summary>
    /// While offline, the network protocol can be switched (which affects the ports you can use to connect).
    /// </summary>
    /// <remarks>
    /// When you switch the protocol, make sure to also switch the port for the master server. Default ports are:
    /// TCP: 4530
    /// UDP: 5055
    ///
    /// This could look like this:<br/>
    /// Connect(serverAddress, <udpport|tcpport>, appID, gameVersion)
    ///
    /// Or when you use ConnectUsingSettings(), the PORT in the settings can be switched like so:<br/>
    /// PhotonNetwork.PhotonServerSettings.ServerPort = 4530;
    ///
    /// The current protocol can be read this way:<br/>
    /// PhotonNetwork.networkingPeer.UsedProtocol
    ///
    /// This does not work with the native socket plugin of PUN+ on mobile!
    /// </remarks>
    /// <param name="cp">Network protocol to use as low level connection. UDP is default. TCP is not available on all platforms (see remarks).</param>
    public static void SwitchToProtocol(ConnectionProtocol cp)
    {
        if (networkingPeer.UsedProtocol == cp)
        {
            return;
        }
        try
        {
            networkingPeer.Disconnect();
            networkingPeer.StopThread();
        }
        catch
        {

        }

        // set up a new NetworkingPeer
        NetworkingPeer newPeer = new NetworkingPeer(photonMono, String.Empty, cp);
        newPeer.mAppVersion = networkingPeer.mAppVersion;
        newPeer.CustomAuthenticationValues = networkingPeer.CustomAuthenticationValues;
        newPeer.PlayerName= networkingPeer.PlayerName;
        newPeer.mLocalActor = networkingPeer.mLocalActor;
        newPeer.DebugOut = networkingPeer.DebugOut;
        newPeer.CrcEnabled = networkingPeer.CrcEnabled;
        newPeer.lobby = networkingPeer.lobby;
        newPeer.LimitOfUnreliableCommands = networkingPeer.LimitOfUnreliableCommands;
        newPeer.SentCountAllowance = networkingPeer.SentCountAllowance;
        newPeer.TrafficStatsEnabled = networkingPeer.TrafficStatsEnabled;

        networkingPeer = newPeer;
        Debug.LogWarning("Protocol switched to: " + cp + ".");
    }

    /// <summary>
    /// Internally used by Editor scripts, called on Hierarchy change (includes scene save) to remove surplus hidden PhotonHandlers.
    /// </summary>
    public static void InternalCleanPhotonMonoFromSceneIfStuck()
    {
        PhotonHandler[] photonHandlers = GameObject.FindObjectsOfType(typeof(PhotonHandler)) as PhotonHandler[];
        if (photonHandlers != null && photonHandlers.Length > 0)
        {
            Debug.Log("Cleaning up hidden PhotonHandler instances in scene. Please save it. This is not an issue.");
            foreach (PhotonHandler photonHandler in photonHandlers)
            {
                // Debug.Log("Removing Handler: " + photonHandler + " photonHandler.gameObject: " + photonHandler.gameObject);
                photonHandler.gameObject.hideFlags = 0;

                if (photonHandler.gameObject != null && photonHandler.gameObject.name == "PhotonMono")
                {
                    GameObject.DestroyImmediate(photonHandler.gameObject);
                }

                Component.DestroyImmediate(photonHandler);
            }
        }
    }


    /// <summary>Connect to Photon as configured in the editor (saved in PhotonServerSettings file).</summary>
    /// <remarks>
    /// This method will disable offlineMode (which won't destroy any instantiated GOs) and it
    /// will set isMessageQueueRunning to true.
    ///
    /// Your server configuration is created by the PUN Wizard and contains the AppId and
    /// region for Photon Cloud games and the server address if you host Photon yourself.
    /// These settings usually don't change often.
    ///
    /// To ignore the config file and connect anywhere call: PhotonNetwork.ConnectToMaster.
    ///
    /// To connect to the Photon Cloud, a valid AppId must be in the settings file (shown in the Photon Cloud Dashboard).
    /// https://cloud.exitgames.com/dashboard
    ///
    /// Connecting to the Photon Cloud might fail due to:
    /// - Invalid AppId (calls: OnFailedToConnectToPhoton(). check exact AppId value)
    /// - Network issues (calls: OnFailedToConnectToPhoton())
    /// - Invalid region (calls: OnConnectionFail() with DisconnectCause.InvalidRegion)
    /// - Subscription CCU limit reached (calls: OnConnectionFail() with DisconnectCause.MaxCcuReached. also calls: OnPhotonMaxCccuReached())
    ///
    /// More about the connection limitations:
    /// http://doc.exitgames.com/photon-cloud
    /// </remarks>
    /// <param name="gameVersion">This client's version number. Users are separated from each other by gameversion (which allows you to make breaking changes).</param>
    public static bool ConnectUsingSettings(string gameVersion)
    {
        if (PhotonServerSettings == null)
        {
            Debug.LogError("Can't connect: Loading settings failed. ServerSettings asset must be in any 'Resources' folder as: " + serverSettingsAssetFile);
            return false;
        }

        SwitchToProtocol(PhotonServerSettings.Protocol);
        networkingPeer.SetApp(PhotonServerSettings.AppID, gameVersion);

        if (PhotonServerSettings.HostType == ServerSettings.HostingOption.OfflineMode)
        {
            offlineMode = true;
            return true;
        }

        if (offlineMode)
        {
            // someone can set offlineMode in code and then call ConnectUsingSettings() with non-offline settings. Warning for that case:
            Debug.LogWarning("ConnectUsingSettings() disabled the offline mode. No longer offline.");
        }

        offlineMode = false; // Cleanup offline mode
        isMessageQueueRunning = true;
        networkingPeer.IsInitialConnect = true;

        if (PhotonServerSettings.HostType == ServerSettings.HostingOption.SelfHosted)
        {
            networkingPeer.IsUsingNameServer = false;
            networkingPeer.MasterServerAddress = (PhotonServerSettings.ServerPort == 0) ? PhotonServerSettings.ServerAddress : PhotonServerSettings.ServerAddress + ":" + PhotonServerSettings.ServerPort;

            return networkingPeer.Connect(networkingPeer.MasterServerAddress, ServerConnection.MasterServer);
        }

        if (PhotonServerSettings.HostType == ServerSettings.HostingOption.BestRegion)
        {
            return ConnectToBestCloudServer(gameVersion);
        }

        return networkingPeer.ConnectToRegionMaster(PhotonServerSettings.PreferredRegion);
    }

    /// <summary>Connect to a Photon Master Server by address, port, appID and game(client) version.</summary>
    /// <remarks>
    /// To connect to the Photon Cloud, a valid AppId must be in the settings file (shown in the Photon Cloud Dashboard).
    /// https://cloud.exitgames.com/dashboard
    ///
    /// Connecting to the Photon Cloud might fail due to:
    /// - Invalid AppId (calls: OnFailedToConnectToPhoton(). check exact AppId value)
    /// - Network issues (calls: OnFailedToConnectToPhoton())
    /// - Invalid region (calls: OnConnectionFail() with DisconnectCause.InvalidRegion)
    /// - Subscription CCU limit reached (calls: OnConnectionFail() with DisconnectCause.MaxCcuReached. also calls: OnPhotonMaxCccuReached())
    ///
    /// More about the connection limitations:
    /// http://doc.exitgames.com/photon-cloud/
    /// </remarks>
    /// <param name="masterServerAddress">The server's address (either your own or Photon Cloud address).</param>
    /// <param name="port">The server's port to connect to.</param>
    /// <param name="appID">Your application ID (Photon Cloud provides you with a GUID for your game).</param>
    /// <param name="gameVersion">This client's version number. Users are separated by gameversion (which allows you to make breaking changes).</param>
    public static bool ConnectToMaster(string masterServerAddress, int port, string appID, string gameVersion)
    {
        if (networkingPeer.PeerState != PeerStateValue.Disconnected)
        {
            Debug.LogWarning("ConnectToMaster() failed. Can only connect while in state 'Disconnected'. Current state: " + networkingPeer.PeerState);
            return false;
        }

        if (offlineMode)
        {
            offlineMode = false; // Cleanup offline mode
            Debug.LogWarning("ConnectToMaster() disabled the offline mode. No longer offline.");
        }

        if (!isMessageQueueRunning)
        {
            isMessageQueueRunning = true;
            Debug.LogWarning("ConnectToMaster() enabled isMessageQueueRunning. Needs to be able to dispatch incoming messages.");
        }

        networkingPeer.SetApp(appID, gameVersion);
        networkingPeer.IsUsingNameServer = false;
        networkingPeer.IsInitialConnect = true;
        networkingPeer.MasterServerAddress = (port == 0) ? masterServerAddress : masterServerAddress + ":" + port;

        return networkingPeer.Connect(networkingPeer.MasterServerAddress, ServerConnection.MasterServer);
    }


    /// <summary>
    /// Connect to the Photon Cloud region with the lowest ping (on platforms that support Unity's Ping).
    /// </summary>
    /// <remarks>
    /// Will save the result of pinging all cloud servers in PlayerPrefs. Calling this the first time can take +-2 seconds.
    /// The ping result can be overridden via PhotonNetwork.OverrideBestCloudServer(..)
    /// This call can take up to 2 seconds if it is the first time you are using this, all cloud servers will be pinged to check for the best region.
    ///
    /// The PUN Setup Wizard stores your appID in a settings file and applies a server address/port.
    /// To connect to the Photon Cloud, a valid AppId must be in the settings file (shown in the Photon Cloud Dashboard).
    /// https://cloud.exitgames.com/dashboard
    ///
    /// Connecting to the Photon Cloud might fail due to:
    /// - Invalid AppId (calls: OnFailedToConnectToPhoton(). check exact AppId value)
    /// - Network issues (calls: OnFailedToConnectToPhoton())
    /// - Invalid region (calls: OnConnectionFail() with DisconnectCause.InvalidRegion)
    /// - Subscription CCU limit reached (calls: OnConnectionFail() with DisconnectCause.MaxCcuReached. also calls: OnPhotonMaxCccuReached())
    ///
    /// More about the connection limitations:
    /// http://doc.exitgames.com/photon-cloud
    /// </remarks>
    /// <param name="gameVersion">This client's version number. Users are separated from each other by gameversion (which allows you to make breaking changes).</param>
    /// <returns>If this client is going to connect to cloud server based on ping. Even if true, this does not guarantee a connection but the attempt is being made.</returns>
    public static bool ConnectToBestCloudServer(string gameVersion)
    {
        if (PhotonServerSettings == null)
        {
            Debug.LogError("Can't connect: Loading settings failed. ServerSettings asset must be in any 'Resources' folder as: " + PhotonNetwork.serverSettingsAssetFile);
            return false;
        }

        if (PhotonServerSettings.HostType == ServerSettings.HostingOption.OfflineMode)
        {
            return PhotonNetwork.ConnectUsingSettings(gameVersion);
        }

        networkingPeer.IsInitialConnect = true;
        networkingPeer.SetApp(PhotonServerSettings.AppID, gameVersion);

        CloudRegionCode bestFromPrefs = PhotonHandler.BestRegionCodeInPreferences;
        if (bestFromPrefs != CloudRegionCode.none)
        {
            Debug.Log("Best region found in PlayerPrefs. Connecting to: " + bestFromPrefs);
            return networkingPeer.ConnectToRegionMaster(bestFromPrefs);
        }

        bool couldConnect = PhotonNetwork.networkingPeer.ConnectToNameServer();
        return couldConnect;
    }

    /// <summary>Overwrites the region that is used for ConnectToBestCloudServer(string gameVersion).</summary>
    /// <remarks>
    /// This will overwrite the result of pinging all cloud servers.
    /// Use this to allow your users to save a manually selected region in the prefs.
    /// </remarks>
    public static void OverrideBestCloudServer(CloudRegionCode region)
    {
        PhotonHandler.BestRegionCodeInPreferences = region;
    }

    /// <summary>Pings all cloud servers again to find the one with best ping (currently).</summary>
    public static void RefreshCloudServerRating()
    {
        throw new NotImplementedException("not available at the moment");
    }


    /// <summary>
    /// Makes this client disconnect from the photon server, a process that leaves any room and calls OnDisconnectedFromPhoton on completion.
    /// </summary>
    /// <remarks>
    /// When you disconnect, the client will send a "disconnecting" message to the server. This speeds up leave/disconnect
    /// messages for players in the same room as you (otherwise the server would timeout this client's connection).
    /// When used in offlineMode, the state-change and event-call OnDisconnectedFromPhoton are immediate.
    /// Offline mode is set to false as well.
    /// Once disconnected, the client can connect again. Use ConnectUsingSettings.
    /// </remarks>
    public static void Disconnect()
    {
        if (offlineMode)
        {
            offlineMode = false;
            offlineModeRoom = null;
            networkingPeer.State = PeerState.Disconnecting;
            networkingPeer.OnStatusChanged(StatusCode.Disconnect);
            return;
        }

        if (networkingPeer == null)
        {
            return; // Surpress error when quitting playmode in the editor
        }

        networkingPeer.Disconnect();
    }

    /// <summary>
    /// Used for compatibility with Unity networking only. Encryption is automatically initialized while connecting.
    /// </summary>
    [Obsolete("Used for compatibility with Unity networking only. Encryption is automatically initialized while connecting.")]
    public static void InitializeSecurity()
    {
        return;
    }

    /// <summary>
    /// Requests the rooms and online status for a list of friends and saves the result in PhotonNetwork.Friends.
    /// </summary>
    /// <remarks>
    /// Works only on Master Server to find the rooms played by a selected list of users.
    ///
    /// The result will be stored in PhotonNetwork.Friends when available.
    /// That list is initialized on first use of OpFindFriends (before that, it is null).
    /// To refresh the list, call FindFriends again (in 5 seconds or 10 or 20).
    ///
    /// Users identify themselves by setting a unique username via PhotonNetwork.playerName
    /// or by PhotonNetwork.AuthValues. The user id set in AuthValues overrides the playerName,
    /// so make sure you know the ID your friends use to authenticate.
    /// The AuthValues are sent in OpAuthenticate when you connect, so the AuthValues must be
    /// set before you connect!
    /// 
    /// Note: Changing a player's name doesn't make sense when using a friend list.
    ///
    /// The list of friends must be fetched from some other source (not provided by Photon).
    ///
    ///
    /// Internal:
    /// The server response includes 2 arrays of info (each index matching a friend from the request):
    /// ParameterCode.FindFriendsResponseOnlineList = bool[] of online states
    /// ParameterCode.FindFriendsResponseRoomIdList = string[] of room names (empty string if not in a room)
    /// </remarks>
    /// <param name="friendsToFind">Array of friend (make sure to use unique playerName or AuthValues).</param>
    /// <returns>If the operation could be sent (requires connection, only one request is allowed at any time). Always false in offline mode.</returns>
    public static bool FindFriends(string[] friendsToFind)
    {
        if (networkingPeer == null || isOfflineMode)
        {
            return false;
        }

        return networkingPeer.OpFindFriends(friendsToFind);
    }

    /// <summary>
    /// Creates a room with given name but fails if this room is existing already.
    /// </summary>
    /// <remarks>
    /// If you don't want to create a unique room-name, pass null or "" as name and the server will assign a roomName (a GUID as string).
    ///
    /// The created room is automatically placed in the currently used lobby or the default-lobby if you didn't explicitly join one.
    ///
    /// Call this only on the master server.
    /// Internally, the master will respond with a server-address (and roomName, if needed). Both are used internally
    /// to switch to the assigned game server and roomName
    /// </remarks>
    /// <param name="roomName">Unique name of the room to create. Pass null or "" to make the server generate a name.</param>
    /// <param name="isVisible">Shows (or hides) this room from the lobby's listing of rooms.</param>
    /// <param name="isOpen">Allows (or disallows) others to join this room.</param>
    /// <param name="maxPlayers">Max number of players that can join the room.</param>
    [Obsolete("Use overload with RoomOptions and TypedLobby parameters.")]
    public static bool CreateRoom(string roomName, bool isVisible, bool isOpen, int maxPlayers)
    {
        RoomOptions roomOptions = new RoomOptions();
        roomOptions.isVisible = isVisible;
        roomOptions.isOpen = isOpen;
        roomOptions.maxPlayers = maxPlayers;

        return CreateRoom(roomName, roomOptions, null);
    }

    /// <summary>
    /// Creates a room with given name but fails if this room is existing already.
    /// </summary>
    /// <remarks>
    /// If you don't want to create a unique room-name, pass null or "" as name and the server will assign a roomName (a GUID as string).
    ///
    /// The created room is automatically placed in the currently used lobby or the default-lobby if you didn't explicitly join one.
    ///
    /// Call this only on the master server.
    /// Internally, the master will respond with a server-address (and roomName, if needed). Both are used internally
    /// to switch to the assigned game server and roomName.
    ///
    /// PhotonNetwork.autoCleanUpPlayerObjects will become this room's AutoCleanUp property and that's used by all clients that join this room.
    /// </remarks>
    /// <param name="roomName">Unique name of the room to create. Pass null or "" to make the server generate a name.</param>
    /// <param name="isVisible">Shows (or hides) this room from the lobby's listing of rooms.</param>
    /// <param name="isOpen">Allows (or disallows) others to join this room.</param>
    /// <param name="maxPlayers">Max number of players that can join the room.</param>
    /// <param name="customRoomProperties">Custom properties of the new room (set on create, so they are immediately available).</param>
    /// <param name="propsToListInLobby">Array of custom-property-names that should be forwarded to the lobby (include only the useful ones).</param>
    [Obsolete("Use overload with RoomOptions and TypedLobby parameters.")]
    public static bool CreateRoom(string roomName, bool isVisible, bool isOpen, int maxPlayers, Hashtable customRoomProperties, string[] propsToListInLobby)
    {
        RoomOptions roomOptions = new RoomOptions();
        roomOptions.isVisible = isVisible;
        roomOptions.isOpen = isOpen;
        roomOptions.maxPlayers = maxPlayers;
        roomOptions.customRoomProperties = customRoomProperties;
        roomOptions.customRoomPropertiesForLobby = propsToListInLobby;

        return CreateRoom(roomName, roomOptions, null);
    }


    /// <summary>
    /// Creates a room with given name but fails if this room(name) is existing already. Creates random name for roomName null.
    /// </summary>
    /// <remarks>
    /// If you don't want to create a unique room-name, pass null or "" as name and the server will assign a roomName (a GUID as string).
    ///
    /// The created room is automatically placed in the currently used lobby (if any) or the default-lobby if you didn't explicitly join one.
    ///
    /// Call this only on the master server.
    /// Internally, the master will respond with a server-address (and roomName, if needed). Both are used internally
    /// to switch to the assigned game server and roomName.
    ///
    /// PhotonNetwork.autoCleanUpPlayerObjects will become this room's AutoCleanUp property and that's used by all clients that join this room.
    /// </remarks>
    /// <param name="roomName">Unique name of the room to create.</param>
    public static bool CreateRoom(string roomName)
    {
        return CreateRoom(roomName, null, null);
    }

    /// <summary>
    /// Creates a room but fails if this room is existing already. Can only be called on Master Server.
    /// </summary>
    /// <remarks>
    /// When successful, this calls the callbacks OnCreatedRoom and OnJoinedRoom (the latter, cause you join as first player).
    /// If the room can't be created (because it exists already), OnPhotonCreateRoomFailed gets called.
    ///
    /// If you don't want to create a unique room-name, pass null or "" as name and the server will assign a roomName (a GUID as string).
    ///
    /// Rooms can be created in any number of lobbies. Those don't have to exist before you create a room in them (they get
    /// auto-created on demand). Lobbies can be useful to split room lists on the server-side already. That can help keep the room
    /// lists short and manageable.
    /// If you set a typedLobby parameter, the room will be created in that lobby (no matter if you are active in any).
    /// If you don't set a typedLobby, the room is automatically placed in the currently active lobby (if any) or the
    /// default-lobby.
    ///
    /// Call this only on the master server.
    /// Internally, the master will respond with a server-address (and roomName, if needed). Both are used internally
    /// to switch to the assigned game server and roomName.
    ///
    /// PhotonNetwork.autoCleanUpPlayerObjects will become this room's autoCleanUp property and that's used by all clients that join this room.
    /// </remarks>
    /// <param name="roomName">Unique name of the room to create. Pass null or "" to make the server generate a name.</param>
    /// <param name="roomOptions">Common options for the room like maxPlayers, initial custom room properties and similar. See RoomOptions type..</param>
    /// <param name="typedLobby">If null, the room is automatically created in the currently used lobby (which is "default" when you didn't join one explicitly).</param>
    public static bool CreateRoom(string roomName, RoomOptions roomOptions, TypedLobby typedLobby)
    {
        if (offlineMode)
        {
            if (offlineModeRoom != null)
            {
                Debug.LogError("CreateRoom failed. In offline mode you still have to leave a room to enter another.");
                return false;
            }

            offlineModeRoom = new Room(roomName, roomOptions);
            NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);
            NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom);
            return true;
        }


        if (networkingPeer.server != ServerConnection.MasterServer || !connectedAndReady)
        {
            Debug.LogError("CreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
            return false;
        }

        return networkingPeer.OpCreateGame(roomName, roomOptions, typedLobby);
    }


    /// <summary>Join room by roomName with an option to create it on the fly if not existing.</summary>
    /// <remarks>
    /// Join will try to enter a room by roomName. If this room is full or closed, this will fail.
    /// If the room is not existing, JoinRoom will also fail by default.
    ///
    /// You can set createIfNotExists to true to make the server create the room if required.
    /// This makes it easier for groups of players to get into the same room. Once the group
    /// exchanged a roomName, any player can try to join or create the room in one step -
    /// it doesn't matter who's first.
    ///
    /// OnJoinedRoom() gets called if the room existed and was joined,
    /// OnCreatedRoom() gets called if the room didn't exist and this client created it.
    /// OnPhotonJoinRoomFailed() gets called if the room couldn't be joined or created.
    /// Implement either in any script in the scene to react to joining/creating a room.
    ///
    /// To join a room from the lobby's listing, use RoomInfo.name as roomName here.
    ///
    /// In OfflineMode, this always "finds" and joins a room.
    /// </remarks>
    ///
    /// <see cref="PhotonNetworkingMessage.OnPhotonJoinRoomFailed"/>
    /// <see cref="PhotonNetworkingMessage.OnJoinedRoom"/>
    ///
    /// <param name="roomName">Unique name of the room to join (or create if createIfNotExists is true).</param>
    /// <param name="createIfNotExists">If true, the server will attempt to create a room, making the success callback OnCreatedRoom().</param>
    [Obsolete("Use overload with roomOptions and TypedLobby parameter.")]
    public static bool JoinRoom(string roomName, bool createIfNotExists)
    {
        if (connectionStateDetailed == PeerState.Joining || connectionStateDetailed == PeerState.Joined || connectionStateDetailed == PeerState.ConnectedToGameserver)
        {
            Debug.LogError("JoinRoom aborted: You can only join a room while not currently connected/connecting to a room.");
        }
        else if (room != null)
        {
            Debug.LogError("JoinRoom aborted: You are already in a room!");
        }
        else if (roomName == string.Empty)
        {
            Debug.LogError("JoinRoom aborted: You must specifiy a room name!");
        }
        else
        {
            if (offlineMode)
            {
                offlineModeRoom = new Room(roomName, null);
                NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom);
                return true;
            }
            else
            {
                return networkingPeer.OpJoinRoom(roomName, null, null, createIfNotExists);
            }
        }

        return false; // offline and OpJoin both return but the error-cases don't
    }


    /// <summary>Join room by roomname and on success calls OnJoinedRoom(). This is not affected by lobbies.</summary>
    /// <remarks>
    /// On success, the method OnJoinedRoom() is called on any script. You can implement it to react to joining a room.
    ///
    /// JoinRoom fails if the room is either full or no longer available (it might become empty while you attempt to join).
    /// Implement OnPhotonJoinRoomFailed() to get a callback in error case.
    ///
    /// To join a room from the lobby's listing, use RoomInfo.name as roomName here.
    /// Despite using multiple lobbies, a roomName is always "global" for your application and so you don't
    /// have to specify which lobby it's in. The Master Server will find the room.
    /// In the Photon Cloud, an application is defined by AppId, Game- and PUN-version.
    /// </remarks>
    /// <see cref="PhotonNetworkingMessage.OnPhotonJoinRoomFailed"/>
    /// <see cref="PhotonNetworkingMessage.OnJoinedRoom"/>
    /// <param name="roomName">Unique name of the room to join.</param>
    public static bool JoinRoom(string roomName)
    {
        if (offlineMode)
        {
            if (offlineModeRoom != null)
            {
                Debug.LogError("JoinRoom failed. In offline mode you still have to leave a room to enter another.");
                return false;
            }

            offlineModeRoom = new Room(roomName, null);
            NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom);
            return true;
        }


        if (networkingPeer.server != ServerConnection.MasterServer || !connectedAndReady)
        {
            Debug.LogError("JoinRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
            return false;
        }

        if (string.IsNullOrEmpty(roomName))
        {
            Debug.LogError("JoinRoom failed. A roomname is required. If you don't know one, how will you join?");
            return false;
        }

        return networkingPeer.OpJoinRoom(roomName, null, null, false);
    }


    /// <summary>Lets you either join a named room or create it on the fly - you don't have to know if someone created the room already.</summary>
    /// <remarks>
    /// This makes it easier for groups of players to get into the same room. Once the group
    /// exchanged a roomName, any player can call JoinOrCreateRoom and it doesn't matter who
    /// actually joins or creates the room.
    ///
    /// The parameters roomOptions and typedLobby are only used when the room actually gets created by this client.
    /// You know if this client created a room, if you get a callback OnCreatedRoom (before OnJoinedRoom gets called as well).
    /// </remarks>
    /// <param name="roomName">Name of the room to join. Must be non null.</param>
    /// <param name="roomOptions">Options for the room, in case it does not exist yet. Else these values are ignored.</param>
    /// <param name="typedLobby">Lobby you want a new room to be listed in. Ignored if the room was existing and got joined.</param>
    /// <returns>If the operation got queued and will be sent.</returns>
    public static bool JoinOrCreateRoom(string roomName, RoomOptions roomOptions, TypedLobby typedLobby)
    {
        if (offlineMode)
        {
            if (offlineModeRoom != null)
            {
                Debug.LogError("JoinOrCreateRoom failed. In offline mode you still have to leave a room to enter another.");
                return false;
            }

            offlineModeRoom = new Room(roomName, roomOptions);
            NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnCreatedRoom);  // in offline mode you create, too for JoinOrCreateRoom
            NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom);
            return true;
        }


        if (networkingPeer.server != ServerConnection.MasterServer || !connectedAndReady)
        {
            Debug.LogError("JoinOrCreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
            return false;
        }

        if (string.IsNullOrEmpty(roomName))
        {
            Debug.LogError("JoinOrCreateRoom failed. A roomname is required. If you don't know one, how will you join?");
            return false;
        }

        return networkingPeer.OpJoinRoom(roomName, roomOptions, typedLobby, true);
    }

    /// <summary>
    /// Joins any available room of the currently used lobby and fails if none is available.
    /// </summary>
    /// <remarks>
    /// Rooms can be created in arbitrary lobbies which get created on demand.
    /// You can join rooms from any lobby without actually joining the lobby.
    /// Use the JoinRandomRoom overload with TypedLobby parameter.
    ///
    /// This method will only match rooms attached to one lobby! If you use many lobbies, you
    /// might have to repeat JoinRandomRoom, to find some fitting room.
    /// This method looks up a room in the currently active lobby or (if no lobby is joined)
    /// in the default lobby.
    ///
    /// If this fails, you can still create a room (and make this available for the next who uses JoinRandomRoom).
    /// Alternatively, try again in a moment.
    /// </remarks>
    public static bool JoinRandomRoom()
    {
        return JoinRandomRoom(null, 0, MatchmakingMode.FillRoom, null, null);
    }

    /// <summary>
    /// Attempts to join an open room with fitting, custom properties but fails if none is currently available.
    /// </summary>
    /// <remarks>
    /// Rooms can be created in arbitrary lobbies which get created on demand.
    /// You can join rooms from any lobby without actually joining the lobby.
    /// Use the JoinRandomRoom overload with TypedLobby parameter.
    ///
    /// This method will only match rooms attached to one lobby! If you use many lobbies, you
    /// might have to repeat JoinRandomRoom, to find some fitting room.
    /// This method looks up a room in the currently active lobby or (if no lobby is joined)
    /// in the default lobby.
    ///
    /// If this fails, you can still create a room (and make this available for the next who uses JoinRandomRoom).
    /// Alternatively, try again in a moment.
    /// </remarks>
    /// <param name="expectedCustomRoomProperties">Filters for rooms that match these custom properties (string keys and values). To ignore, pass null.</param>
    /// <param name="expectedMaxPlayers">Filters for a particular maxplayer setting. Use 0 to accept any maxPlayer value.</param>
    public static bool JoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers)
    {
        return JoinRandomRoom(expectedCustomRoomProperties, expectedMaxPlayers, MatchmakingMode.FillRoom, null, null);
    }

    /// <summary>
    /// Attempts to join an open room with fitting, custom properties but fails if none is currently available.
    /// </summary>
    /// <remarks>
    /// Rooms can be created in arbitrary lobbies which get created on demand.
    /// You can join rooms from any lobby without actually joining the lobby with this overload.
    ///
    /// This method will only match rooms attached to one lobby! If you use many lobbies, you
    /// might have to repeat JoinRandomRoom, to find some fitting room.
    /// This method looks up a room in the specified lobby or the currently active lobby (if none specified)
    /// or in the default lobby (if none active).
    ///
    /// If this fails, you can still create a room (and make this available for the next who uses JoinRandomRoom).
    /// Alternatively, try again in a moment.
    ///
    /// In offlineMode, a room will be created but no properties will be set and all parameters of this
    /// JoinRandomRoom call are ignored. The event/callback OnJoinedRoom gets called (see enum PhotonNetworkingMessage).
    /// </remarks>
    /// <param name="expectedCustomRoomProperties">Filters for rooms that match these custom properties (string keys and values). To ignore, pass null.</param>
    /// <param name="expectedMaxPlayers">Filters for a particular maxplayer setting. Use 0 to accept any maxPlayer value.</param>
    /// <param name="matchingType">Selects one of the available matchmaking algorithms. See MatchmakingMode enum for options.</param>
    /// <param name="typedLobby">The lobby in which you want to lookup a room. Pass null, to use the default lobby. This does not join that lobby and neither sets the lobby property.</param>
    /// <param name="sqlLobbyFilter">A filter-string for SQL-typed lobbies.</param>
    public static bool JoinRandomRoom(Hashtable expectedCustomRoomProperties, byte expectedMaxPlayers, MatchmakingMode matchingType, TypedLobby typedLobby, string sqlLobbyFilter)
    {
        if (offlineMode)
        {
            if (offlineModeRoom != null)
            {
                Debug.LogError("JoinRandomRoom failed. In offline mode you still have to leave a room to enter another.");
                return false;
            }

            offlineModeRoom = new Room("offline room", null);
            NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnJoinedRoom);
            return true;
        }


        if (networkingPeer.server != ServerConnection.MasterServer || !connectedAndReady)
        {
            Debug.LogError("JoinRandomRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.");
            return false;
        }

        return networkingPeer.OpJoinRandomRoom(expectedCustomRoomProperties, expectedMaxPlayers, null, matchingType, typedLobby, sqlLobbyFilter);
    }

    /// <summary>On MasterServer this joins the default lobby which list rooms currently in use.</summary>
    /// <remarks>
    /// The room list is sent and refreshed by the server. You can access this cached list by
    /// PhotonNetwork.GetRoomList().
    ///
    /// Per room you should check if it's full or not before joining. Photon also lists rooms that are
    /// full, unless you close and hide them (room.open = false and room.visible = false).
    ///
    /// In best case, you make your clients join random games, as described here:
    /// http://doc.exitgames.com/en/realtime/current/reference/matchmaking-and-lobby
    ///
    ///
    /// You can show your current players and room count without joining a lobby (but you must
    /// be on the master server). Use: countOfPlayers, countOfPlayersOnMaster, countOfPlayersInRooms and
    /// countOfRooms.
    ///
    /// You can use more than one lobby to keep the room lists shorter. See JoinLobby(TypedLobby lobby).
    /// When creating new rooms, they will be "attached" to the currently used lobby or the default lobby.
    ///
    /// You can use JoinRandomRoom without being in a lobby!
    /// Set autoJoinLobby = false before you connect, to not join a lobby. In that case, the
    /// connect-workflow will call OnConnectedToMaster (if you implement it) when it's done.
    /// </remarks>
    public static bool JoinLobby()
    {
        return JoinLobby(null);
    }

    /// <summary>On a Master Server you can join a lobby to get lists of available rooms.</summary>
    /// <remarks>
    /// The room list is sent and refreshed by the server. You can access this cached list by
    /// PhotonNetwork.GetRoomList().
    ///
    /// Any client can "make up" any lobby on the fly. Splitting rooms into multiple lobbies will
    /// keep each list shorter. However, having too many lists might ruin the matchmaking experience.
    ///
    /// In best case, you create a limited number of lobbies. For example, create a lobby per
    /// game-mode: "koth" for king of the hill and "ffa" for free for all, etc.
    ///
    /// There is no listing of lobbies at the moment.
    ///
    /// Sql-typed lobbies offer a different filtering model for random matchmaking. This might be more
    /// suited for skillbased-games. However, you will also need to follow the conventions for naming
    /// filterable properties in sql-lobbies! Both is explained in the matchmaking doc linked below.
    ///
    /// In best case, you make your clients join random games, as described here:
    /// http://confluence.exitgames.com/display/PTN/Op+JoinRandomGame
    ///
    ///
    /// Per room you should check if it's full or not before joining. Photon does list rooms that are
    /// full, unless you close and hide them (room.open = false and room.visible = false).
    ///
    /// You can show your games current players and room count without joining a lobby (but you must
    /// be on the master server). Use: countOfPlayers, countOfPlayersOnMaster, countOfPlayersInRooms and
    /// countOfRooms.
    ///
    /// When creating new rooms, they will be "attached" to the currently used lobby or the default lobby.
    ///
    /// You can use JoinRandomRoom without being in a lobby!
    /// Set autoJoinLobby = false before you connect, to not join a lobby. In that case, the
    /// connect-workflow will call OnConnectedToMaster (if you implement it) when it's done.
    /// </remarks>
    /// <param name="typedLobby">A typed lobby to join (must have name and type).</param>
    public static bool JoinLobby(TypedLobby typedLobby)
    {
        if (PhotonNetwork.connected && PhotonNetwork.Server == ServerConnection.MasterServer)
        {
            if (typedLobby == null)
            {
                typedLobby = TypedLobby.Default;
            }

            bool sending = networkingPeer.OpJoinLobby(typedLobby);
            if (sending)
            {
                networkingPeer.lobby = typedLobby;

            }
            return sending;
        }

        return false;
    }

    /// <summary>Leave a lobby to stop getting updates about available rooms.</summary>
    /// <remarks>
    /// This does not reset PhotonNetwork.lobby! This allows you to join this particular lobby later
    /// easily.
    ///
    /// The values countOfPlayers, countOfPlayersOnMaster, countOfPlayersInRooms and countOfRooms
    /// are received even without being in a lobby.
    ///
    /// You can use JoinRandomRoom without being in a lobby.
    /// Use autoJoinLobby to not join a lobby when you connect.
    /// </remarks>
    public static bool LeaveLobby()
    {
        if (PhotonNetwork.connected && PhotonNetwork.Server == ServerConnection.MasterServer)
        {
            return networkingPeer.OpLeaveLobby();
        }

        return false;
    }

    /// <summary>Leave the current room and return to the Master Server where you can join or create rooms (see remarks).</summary>
    /// <remarks>
    /// This will clean up all (network) GameObjects with a PhotonView, unless you changed autoCleanUp to false.
    /// Returns to the Master Server.
    ///
    /// In OfflineMode, the local "fake" room gets cleaned up and OnLeftRoom gets called immediately.
    /// </remarks>
    public static bool LeaveRoom()
    {
        if (offlineMode)
        {
            offlineModeRoom = null;
            NetworkingPeer.SendMonoMessage(PhotonNetworkingMessage.OnLeftRoom);
        }
        else
        {
            if (room == null)
            {
                Debug.LogWarning("PhotonNetwork.room is null. You don't have to call LeaveRoom() when you're not in one. State: " + PhotonNetwork.connectionStateDetailed);
            }
            return networkingPeer.OpLeave();
        }

        return true;
    }

    /// <summary>
    /// Gets currently known rooms as RoomInfo array. This is available and updated while in a lobby (check insideLobby).
    /// </summary>
    /// <remarks>
    /// This list is a cached copy of the internal rooms list so it can be accessed each frame if needed.
    /// Per RoomInfo you can check if the room is full by comparing playerCount and maxPlayers before you allow a join.
    ///
    /// The name of a room must be used to join it (via JoinRoom).
    ///
    /// Closed rooms are also listed by lobbies but they can't be joined. While in a room, any player can set
    /// Room.visible and Room.open to hide rooms from matchmaking and close them.
    /// </remarks>
    /// <returns>RoomInfo[] of current rooms in lobby.</returns>
    public static RoomInfo[] GetRoomList()
    {
        if (offlineMode || networkingPeer == null)
        {
            return new RoomInfo[0];
        }

        return networkingPeer.mGameListCopy;
    }

    /// <summary>
    /// Sets this (local) player's properties and synchronizes them to the other players (don't modify them directly).
    /// </summary>
    /// <remarks>
    /// While in a room, your properties are synced with the other players.
    /// CreateRoom, JoinRoom and JoinRandomRoom will all apply your player's custom properties when you enter the room.
    /// The whole Hashtable will get sent. Minimize the traffic by setting only updated key/values.
    ///
    /// If the Hashtable is null, the custom properties will be cleared.
    /// Custom properties are never cleared automatically, so they carry over to the next room, if you don't change them.
    ///
    /// Don't set properties by modifying PhotonNetwork.player.customProperties!
    /// </remarks>
    /// <param name="customProperties">Only string-typed keys will be used from this hashtable. If null, custom properties are all deleted.</param>
    public static void SetPlayerCustomProperties(Hashtable customProperties)
    {
        if (customProperties == null)
        {
            customProperties = new Hashtable();
            foreach (object k in player.customProperties.Keys)
            {
                customProperties[(string)k] = null;
            }
        }

        if (room != null && room.isLocalClientInside)
        {
            player.SetCustomProperties(customProperties);
        }
        else
        {
            player.InternalCacheProperties(customProperties);
        }
    }

    /// <summary>
    /// Sends fully customizable events in a room. Events consist of at least an EventCode (0..199) and can have content.
    /// </summary>
    /// <remarks>
    /// To receive the events someone sends, register your handling method in PhotonNetwork.OnEventCall.
    ///
    /// Example:
    /// private void OnEventHandler(byte eventCode, object content, PhotonPlayer sender)
    /// { Debug.Log("OnEventHandler"); }
    ///
    /// PhotonNetwork.OnEventCall += this.OnEventHandler;
    ///
    ///
    /// The eventContent is optional. To be able to send something, it must be a "serializable type", something that
    /// the client can turn into a byte[] basically. Most basic types and arrays of them are supported, including
    /// Unity's Vector2, Vector3, Quaternion. Transforms or classes some project defines are NOT supported!
    /// You can make your own class a "serializable type" by following the example in CustomTypes.cs.
    ///
    ///
    /// The RaiseEventOptions have some (less intuitive) combination rules:
    /// If you set targetActors (an array of PhotonPlayer.ID values), the receivers parameter gets ignored.
    /// When using event caching, the targetActors, receivers and interestGroup can't be used. Buffered events go to all.
    /// When using cachingOption removeFromRoomCache, the eventCode and content are actually not sent but used as filter.
    /// </remarks>
    /// <param name="eventCode">A byte identifying the type of event. You might want to use a code per action or to signal which content can be expected. Allowed: 0..199.</param>
    /// <param name="eventContent">Some serializable object like string, byte, integer, float (etc) and arrays of those. Hashtables with byte keys are good to send variable content.</param>
    /// <param name="sendReliable">Makes sure this event reaches all players. It gets acknowledged, which requires bandwidth and it can't be skipped (might add lag in case of loss).</param>
    /// <param name="options">Allows more complex usage of events. If null, RaiseEventOptions.Default will be used (which is fine).</param>
    /// <returns>False if event could not be sent</returns>
    public static bool RaiseEvent(byte eventCode, object eventContent, bool sendReliable, RaiseEventOptions options)
    {
        if (!inRoom || eventCode >= 200)
        {
            Debug.LogWarning("RaiseEvent() failed. Your event is not being sent! Check if your are in a Room and the eventCode must be less than 200 (0..199).");
            return false;
        }

        return networkingPeer.OpRaiseEvent(eventCode, eventContent, sendReliable, options);
    }

    /// <summary>
    /// Allocates a viewID that's valid for the current/local player.
    /// </summary>
    /// <returns>A viewID that can be used for a new PhotonView.</returns>
    public static int AllocateViewID()
    {
        int manualId = AllocateViewID(player.ID);
        manuallyAllocatedViewIds.Add(manualId);
        return manualId;
    }


    /// <summary>
    /// Enables the Master Client to allocate a viewID that is valid for scene objects.
    /// </summary>
    /// <returns>A viewID that can be used for a new PhotonView or -1 in case of an error.</returns>
    public static int AllocateSceneViewID()
    {
        if (!PhotonNetwork.isMasterClient)
        {
            Debug.LogError("Only the Master Client can AllocateSceneViewID(). Check PhotonNetwork.isMasterClient!");
            return -1;
        }

        int manualId = AllocateViewID(0);
        manuallyAllocatedViewIds.Add(manualId);
        return manualId;
    }

    /// <summary>
    /// Unregister a viewID (of manually instantiated and destroyed networked objects).
    /// </summary>
    /// <param name="viewID">A viewID manually allocated by this player.</param>
    public static void UnAllocateViewID(int viewID)
    {
        manuallyAllocatedViewIds.Remove(viewID);

        if (networkingPeer.photonViewList.ContainsKey(viewID))
        {
            Debug.LogWarning(string.Format("UnAllocateViewID() should be called after the PhotonView was destroyed (GameObject.Destroy()). ViewID: {0} still found in: {1}", viewID, networkingPeer.photonViewList[viewID]));
        }
    }

    // use 0 for scene-targetPhotonView-ids
    // returns viewID (combined owner and sub id)
    private static int AllocateViewID(int ownerId)
    {
        if (ownerId == 0)
        {
            // we look up a fresh subId for the owner "room" (mind the "sub" in subId)
            int newSubId = lastUsedViewSubIdStatic;
            int newViewId;
            int ownerIdOffset = ownerId * MAX_VIEW_IDS;
            for (int i = 1; i < MAX_VIEW_IDS; i++)
            {
                newSubId = (newSubId + 1) % MAX_VIEW_IDS;
                if (newSubId == 0)
                {
                    continue;   // avoid using subID 0
                }

                newViewId = newSubId + ownerIdOffset;
                if (!networkingPeer.photonViewList.ContainsKey(newViewId))
                {
                    lastUsedViewSubIdStatic = newSubId;
                    return newViewId;
                }
            }

            // this is the error case: we didn't find any (!) free subId for this user
            throw new Exception(string.Format("AllocateViewID() failed. Room (user {0}) is out of 'scene' viewIDs. It seems all available are in use.", ownerId));
        }
        else
        {
            // we look up a fresh SUBid for the owner
            int newSubId = lastUsedViewSubId;
            int newViewId;
            int ownerIdOffset = ownerId * MAX_VIEW_IDS;
            for (int i = 1; i < MAX_VIEW_IDS; i++)
            {
                newSubId = (newSubId + 1) % MAX_VIEW_IDS;
                if (newSubId == 0)
                {
                    continue;   // avoid using subID 0
                }

                newViewId = newSubId + ownerIdOffset;
                if (!networkingPeer.photonViewList.ContainsKey(newViewId) && !manuallyAllocatedViewIds.Contains(newViewId))
                {
                    lastUsedViewSubId = newSubId;
                    return newViewId;
                }
            }

            throw new Exception(string.Format("AllocateViewID() failed. User {0} is out of subIds, as all viewIDs are used.", ownerId));
        }
    }

    private static int[] AllocateSceneViewIDs(int countOfNewViews)
    {
        int[] viewIDs = new int[countOfNewViews];
        for (int view = 0; view < countOfNewViews; view++)
        {
            viewIDs[view] = AllocateViewID(0);
        }

        return viewIDs;
    }

    /// <summary>
    /// Instantiate a prefab over the network. This prefab needs to be located in the root of a "Resources" folder.
    /// </summary>
    /// <remarks>
    /// Instead of using prefabs in the Resources folder, you can manually Instantiate and assign PhotonViews. See doc.
    /// </remarks>
    /// <param name="prefabName">Name of the prefab to instantiate.</param>
    /// <param name="position">Position Vector3 to apply on instantiation.</param>
    /// <param name="rotation">Rotation Quaternion to apply on instantiation.</param>
    /// <param name="group">The group for this PhotonView.</param>
    /// <returns>The new instance of a GameObject with initialized PhotonView.</returns>
    public static GameObject Instantiate(string prefabName, Vector3 position, Quaternion rotation, int group)
    {
        return Instantiate(prefabName, position, rotation, group, null);
    }

    /// <summary>
    /// Instantiate a prefab over the network. This prefab needs to be located in the root of a "Resources" folder.
    /// </summary>
    /// <remarks>Instead of using prefabs in the Resources folder, you can manually Instantiate and assign PhotonViews. See doc.</remarks>
    /// <param name="prefabName">Name of the prefab to instantiate.</param>
    /// <param name="position">Position Vector3 to apply on instantiation.</param>
    /// <param name="rotation">Rotation Quaternion to apply on instantiation.</param>
    /// <param name="group">The group for this PhotonView.</param>
    /// <param name="data">Optional instantiation data. This will be saved to it's PhotonView.instantiationData.</param>
    /// <returns>The new instance of a GameObject with initialized PhotonView.</returns>
    public static GameObject Instantiate(string prefabName, Vector3 position, Quaternion rotation, int group, object[] data)
    {
        if (!connected || (InstantiateInRoomOnly && !inRoom))
        {
            Debug.LogError("Failed to Instantiate prefab: " + prefabName + ". Client should be in a room. Current connectionStateDetailed: " + PhotonNetwork.connectionStateDetailed);
            return null;
        }

        GameObject prefabGo;
        if (!UsePrefabCache || !PrefabCache.TryGetValue(prefabName, out prefabGo))
        {
            prefabGo = (GameObject)Resources.Load(prefabName, typeof(GameObject));
            if (UsePrefabCache)
            {
                PrefabCache.Add(prefabName, prefabGo);
            }
        }

        if (prefabGo == null)
        {
            Debug.LogError("Failed to Instantiate prefab: " + prefabName + ". Verify the Prefab is in a Resources folder (and not in a subfolder)");
            return null;
        }

        // a scene object instantiated with network visibility has to contain a PhotonView
        if (prefabGo.GetComponent<PhotonView>() == null)
        {
            Debug.LogError("Failed to Instantiate prefab:" + prefabName + ". Prefab must have a PhotonView component.");
            return null;
        }

        Component[] views = (Component[])prefabGo.GetPhotonViewsInChildren();
        int[] viewIDs = new int[views.Length];
        for (int i = 0; i < viewIDs.Length; i++)
        {
            //Debug.Log("Instantiate prefabName: " + prefabName + " player.ID: " + player.ID);
            viewIDs[i] = AllocateViewID(player.ID);
        }

        // Send to others, create info
        Hashtable instantiateEvent = networkingPeer.SendInstantiate(prefabName, position, rotation, group, viewIDs, data, false);

        // Instantiate the GO locally (but the same way as if it was done via event). This will also cache the instantiationId
        return networkingPeer.DoInstantiate(instantiateEvent, networkingPeer.mLocalActor, prefabGo);
    }


    /// <summary>
    /// Instantiate a scene-owned prefab over the network. The PhotonViews will be controllable by the MasterClient. This prefab needs to be located in the root of a "Resources" folder.
    /// </summary>
    /// <remarks>
    /// Only the master client can Instantiate scene objects.
    /// Instead of using prefabs in the Resources folder, you can manually Instantiate and assign PhotonViews. See doc.
    /// </remarks>
    /// <param name="prefabName">Name of the prefab to instantiate.</param>
    /// <param name="position">Position Vector3 to apply on instantiation.</param>
    /// <param name="rotation">Rotation Quaternion to apply on instantiation.</param>
    /// <param name="group">The group for this PhotonView.</param>
    /// <param name="data">Optional instantiation data. This will be saved to it's PhotonView.instantiationData.</param>
    /// <returns>The new instance of a GameObject with initialized PhotonView.</returns>
    public static GameObject InstantiateSceneObject(string prefabName, Vector3 position, Quaternion rotation, int group, object[] data)
    {
        if (!connected || (InstantiateInRoomOnly && !inRoom))
        {
            Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". Client should be in a room. Current connectionStateDetailed: " + PhotonNetwork.connectionStateDetailed);
            return null;
        }

        if (!isMasterClient)
        {
            Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". Client is not the MasterClient in this room.");
            return null;
        }

        GameObject prefabGo;
        if (!UsePrefabCache || !PrefabCache.TryGetValue(prefabName, out prefabGo))
        {
            prefabGo = (GameObject)Resources.Load(prefabName, typeof(GameObject));
            if (UsePrefabCache)
            {
                PrefabCache.Add(prefabName, prefabGo);
            }
        }

        if (prefabGo == null)
        {
            Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". Verify the Prefab is in a Resources folder (and not in a subfolder)");
            return null;
        }

        // a scene object instantiated with network visibility has to contain a PhotonView
        if (prefabGo.GetComponent<PhotonView>() == null)
        {
            Debug.LogError("Failed to InstantiateSceneObject prefab:" + prefabName + ". Prefab must have a PhotonView component.");
            return null;
        }

        Component[] views = (Component[])prefabGo.GetPhotonViewsInChildren();
        int[] viewIDs = AllocateSceneViewIDs(views.Length);

        if (viewIDs == null)
        {
            Debug.LogError("Failed to InstantiateSceneObject prefab: " + prefabName + ". No ViewIDs are free to use. Max is: " + MAX_VIEW_IDS);
            return null;
        }

        // Send to others, create info
        Hashtable instantiateEvent = networkingPeer.SendInstantiate(prefabName, position, rotation, group, viewIDs, data, true);

        // Instantiate the GO locally (but the same way as if it was done via event). This will also cache the instantiationId
        return networkingPeer.DoInstantiate(instantiateEvent, networkingPeer.mLocalActor, prefabGo);
    }

    /// <summary>
    /// The current roundtrip time to the photon server.
    /// </summary>
    /// <returns>Roundtrip time (to server and back).</returns>
    public static int GetPing()
    {
        return networkingPeer.RoundTripTime;
    }

    /// <summary>Refreshes the server timestamp (async operation, takes a roundtrip).</summary>
    /// <remarks>Can be useful if a bad connection made the timestamp unusable or imprecise.</remarks>
    public static void FetchServerTimestamp()
    {
        if (networkingPeer != null)
        {
            networkingPeer.FetchServerTimestamp();
        }
    }

    /// <summary>
    /// Can be used to immediately send the RPCs and Instantiates just called, so they are on their way to the other players.
    /// </summary>
    /// <remarks>
    /// This could be useful if you do a RPC to load a level and then load it yourself.
    /// While loading, no RPCs are sent to others, so this would delay the "load" RPC.
    /// You can send the RPC to "others", use this method, disable the message queue
    /// (by isMessageQueueRunning) and then load.
    /// </remarks>
    public static void SendOutgoingCommands()
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }

        while (networkingPeer.SendOutgoingCommands())
        {
        }
    }

    /// <summary>Request a client to disconnect (KICK). Only the master client can do this</summary>
    /// <remarks>Only the target player gets this event. That player will disconnect automatically, which is what the others will notice, too.</remarks>
    /// <param name="kickPlayer">The PhotonPlayer to kick.</param>
    public static bool CloseConnection(PhotonPlayer kickPlayer)
    {
        if (!VerifyCanUseNetwork())
        {
            return false;
        }

        if (!player.isMasterClient)
        {
            Debug.LogError("CloseConnection: Only the masterclient can kick another player.");
            return false;
        }

        if (kickPlayer == null)
        {
            Debug.LogError("CloseConnection: No such player connected!");
            return false;
        }

        RaiseEventOptions options = new RaiseEventOptions() { TargetActors = new int[] { kickPlayer.ID } };
        return networkingPeer.OpRaiseEvent(PunEvent.CloseConnection, null, true, options);
    }

    /// <summary>
    /// Network-Destroy the GameObject associated with the PhotonView, unless the PhotonView is static or not under this client's control.
    /// </summary>
    /// <remarks>
    /// Destroying a networked GameObject while in a Room includes:
    /// - Removal of the Instantiate call from the server's room buffer.
    /// - Removing RPCs buffered for PhotonViews that got created indirectly with the PhotonNetwork.Instantiate call.
    /// - Sending a message to other clients to remove the GameObject also (affected by network lag).
    ///
    /// Usually, when you leave a room, the GOs get destroyed automatically.
    /// If you have to destroy a GO while not in a room, the Destroy is only done locally.
    ///
    /// Destroying networked objects works only if they got created with PhotonNetwork.Instantiate().
    /// Objects loaded with a scene are ignored, no matter if they have PhotonView components.
    ///
    /// The GameObject must be under this client's control:
    /// - Instantiated and owned by this client.
    /// - Instantiated objects of players who left the room are controlled by the Master Client.
    /// - Scene-owned game objects are controlled by the Master Client.
    /// - GameObject can be destroyed while client is not in a room.
    /// </remarks>
    /// <returns>Nothing. Check error debug log for any issues.</returns>
    public static void Destroy(PhotonView targetView)
    {
        if (targetView != null)
        {
            networkingPeer.RemoveInstantiatedGO(targetView.gameObject, !inRoom);
        }
        else
        {
            Debug.LogError("Destroy(targetPhotonView) failed, cause targetPhotonView is null.");
        }
    }

    /// <summary>
    /// Network-Destroy the GameObject, unless it is static or not under this client's control.
    /// </summary>
    /// <remarks>
    /// Destroying a networked GameObject includes:
    /// - Removal of the Instantiate call from the server's room buffer.
    /// - Removing RPCs buffered for PhotonViews that got created indirectly with the PhotonNetwork.Instantiate call.
    /// - Sending a message to other clients to remove the GameObject also (affected by network lag).
    ///
    /// Usually, when you leave a room, the GOs get destroyed automatically.
    /// If you have to destroy a GO while not in a room, the Destroy is only done locally.
    ///
    /// Destroying networked objects works only if they got created with PhotonNetwork.Instantiate().
    /// Objects loaded with a scene are ignored, no matter if they have PhotonView components.
    ///
    /// The GameObject must be under this client's control:
    /// - Instantiated and owned by this client.
    /// - Instantiated objects of players who left the room are controlled by the Master Client.
    /// - Scene-owned game objects are controlled by the Master Client.
    /// - GameObject can be destroyed while client is not in a room.
    /// </remarks>
    /// <returns>Nothing. Check error debug log for any issues.</returns>
    public static void Destroy(GameObject targetGo)
    {
        networkingPeer.RemoveInstantiatedGO(targetGo, !inRoom);
    }

    /// <summary>
    /// Network-Destroy all GameObjects, PhotonViews and their RPCs of targetPlayer. Can only be called on local player (for "self") or Master Client (for anyone).
    /// </summary>
    /// <remarks>
    /// Destroying a networked GameObject includes:
    /// - Removal of the Instantiate call from the server's room buffer.
    /// - Removing RPCs buffered for PhotonViews that got created indirectly with the PhotonNetwork.Instantiate call.
    /// - Sending a message to other clients to remove the GameObject also (affected by network lag).
    ///
    /// Destroying networked objects works only if they got created with PhotonNetwork.Instantiate().
    /// Objects loaded with a scene are ignored, no matter if they have PhotonView components.
    /// </remarks>
    /// <returns>Nothing. Check error debug log for any issues.</returns>
    public static void DestroyPlayerObjects(PhotonPlayer targetPlayer)
    {
        if (player == null)
        {
            Debug.LogError("DestroyPlayerObjects() failed, cause parameter 'targetPlayer' was null.");
        }

        DestroyPlayerObjects(targetPlayer.ID);
    }

    /// <summary>
    /// Network-Destroy all GameObjects, PhotonViews and their RPCs of this player (by ID). Can only be called on local player (for "self") or Master Client (for anyone).
    /// </summary>
    /// <remarks>
    /// Destroying a networked GameObject includes:
    /// - Removal of the Instantiate call from the server's room buffer.
    /// - Removing RPCs buffered for PhotonViews that got created indirectly with the PhotonNetwork.Instantiate call.
    /// - Sending a message to other clients to remove the GameObject also (affected by network lag).
    ///
    /// Destroying networked objects works only if they got created with PhotonNetwork.Instantiate().
    /// Objects loaded with a scene are ignored, no matter if they have PhotonView components.
    /// </remarks>
    /// <returns>Nothing. Check error debug log for any issues.</returns>
    public static void DestroyPlayerObjects(int targetPlayerId)
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }
        if (player.isMasterClient || targetPlayerId == player.ID)
        {
            networkingPeer.DestroyPlayerObjects(targetPlayerId, false);
        }
        else
        {
            Debug.LogError("DestroyPlayerObjects() failed, cause players can only destroy their own GameObjects. A Master Client can destroy anyone's. This is master: " + PhotonNetwork.isMasterClient);
        }
    }

    /// <summary>
    /// Network-Destroy all GameObjects, PhotonViews and their RPCs in the room. Removes anything buffered from the server. Can only be called by Master Client (for anyone).
    /// </summary>
    /// <remarks>
    /// Can only be called by Master Client (for anyone).
    /// Unlike the Destroy methods, this will remove anything from the server's room buffer. If your game
    /// buffers anything beyond Instantiate and RPC calls, that will be cleaned as well from server.
    ///
    /// Destroying all includes:
    /// - Remove anything from the server's room buffer (Instantiate, RPCs, anything buffered).
    /// - Sending a message to other clients to destroy everything locally, too (affected by network lag).
    ///
    /// Destroying networked objects works only if they got created with PhotonNetwork.Instantiate().
    /// Objects loaded with a scene are ignored, no matter if they have PhotonView components.
    /// </remarks>
    /// <returns>Nothing. Check error debug log for any issues.</returns>
    public static void DestroyAll()
    {
        if (isMasterClient)
        {
            networkingPeer.DestroyAll(false);
        }
        else
        {
            Debug.LogError("Couldn't call DestroyAll() as only the master client is allowed to call this.");
        }
    }

    /// <summary>
    /// Remove all buffered RPCs from server that were sent by targetPlayer. Can only be called on local player (for "self") or Master Client (for anyone).
    /// </summary>
    /// <remarks>
    /// This method requires either:
    /// - This is the targetPlayer's client.
    /// - This client is the Master Client (can remove any PhotonPlayer's RPCs).
    ///
    /// If the targetPlayer calls RPCs at the same time that this is called,
    /// network lag will determine if those get buffered or cleared like the rest.
    /// </remarks>
    /// <param name="targetPlayer">This player's buffered RPCs get removed from server buffer.</param>
    public static void RemoveRPCs(PhotonPlayer targetPlayer)
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }

        if (!targetPlayer.isLocal && !isMasterClient)
        {
            Debug.LogError("Error; Only the MasterClient can call RemoveRPCs for other players.");
            return;
        }

        networkingPeer.OpCleanRpcBuffer(targetPlayer.ID);
    }

    /// <summary>
    /// Remove all buffered RPCs from server that were sent via targetPhotonView. The Master Client and the owner of the targetPhotonView may call this.
    /// </summary>
    /// <remarks>
    /// This method requires either:
    /// - The targetPhotonView is owned by this client (Instantiated by it).
    /// - This client is the Master Client (can remove any PhotonView's RPCs).
    /// </remarks>
    /// <param name="targetPhotonView">RPCs buffered for this PhotonView get removed from server buffer.</param>
    public static void RemoveRPCs(PhotonView targetPhotonView)
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }

        networkingPeer.CleanRpcBufferIfMine(targetPhotonView);
    }

    /// <summary>
    /// Remove all buffered RPCs from server that were sent in the targetGroup, if this is the Master Client or if this controls the individual PhotonView.
    /// </summary>
    /// <remarks>
    /// This method requires either:
    /// - This client is the Master Client (can remove any RPCs per group).
    /// - Any other client: each PhotonView is checked if it is under this client's control. Only those RPCs are removed.
    /// </remarks>
    /// <param name="targetGroup">Interest group that gets all RPCs removed.</param>
    public static void RemoveRPCsInGroup(int targetGroup)
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }

        networkingPeer.RemoveRPCsInGroup(targetGroup);
    }

    /// <summary>
    /// Internal to send an RPC on given PhotonView. Do not call this directly but use: PhotonView.RPC!
    /// </summary>
    internal static void RPC(PhotonView view, string methodName, PhotonTargets target, params object[] parameters)
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }

        if (room == null)
        {
            Debug.LogWarning("Cannot send RPCs in Lobby! RPC dropped.");
            return;
        }

        if (networkingPeer != null)
        {
            networkingPeer.RPC(view, methodName, target, parameters);
        }
        else
        {
            Debug.LogWarning("Could not execute RPC " + methodName + ". Possible scene loading in progress?");
        }
    }

    /// <summary>
    /// Internal to send an RPC on given PhotonView. Do not call this directly but use: PhotonView.RPC!
    /// </summary>
    internal static void RPC(PhotonView view, string methodName, PhotonPlayer targetPlayer, params object[] parameters)
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }

        if (room == null)
        {
            Debug.LogWarning("Cannot send RPCs in Lobby, only processed locally");
            return;
        }

        if (player == null)
        {
            Debug.LogError("Error; Sending RPC to player null! Aborted \"" + methodName + "\"");
        }

        if (networkingPeer != null)
        {
            networkingPeer.RPC(view, methodName, targetPlayer, parameters);
        }
        else
        {
            Debug.LogWarning("Could not execute RPC " + methodName + ". Possible scene loading in progress?");
        }
    }

    /// <summary>
    /// Enable/disable receiving on given group (applied to PhotonViews)
    /// </summary>
    /// <param name="group">The interest group to affect.</param>
    /// <param name="enabled">Sets if receiving from group to enabled (or not).</param>
    public static void SetReceivingEnabled(int group, bool enabled)
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }
        networkingPeer.SetReceivingEnabled(group, enabled);
    }


    /// <summary>
    /// Enable/disable receiving on given groups (applied to PhotonViews)
    /// </summary>
    /// <param name="enableGroups">The interest groups to enable (or null).</param>
    /// <param name="disableGroups">The interest groups to disable (or null).</param>
    public static void SetReceivingEnabled(int[] enableGroups, int[] disableGroups)
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }
        networkingPeer.SetReceivingEnabled(enableGroups, disableGroups);
    }


    /// <summary>
    /// Enable/disable sending on given group (applied to PhotonViews)
    /// </summary>
    /// <param name="group">The interest group to affect.</param>
    /// <param name="enabled">Sets if sending to group is enabled (or not).</param>
    public static void SetSendingEnabled(int group, bool enabled)
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }

        networkingPeer.SetSendingEnabled(group, enabled);
    }


    /// <summary>
    /// Enable/disable sending on given groups (applied to PhotonViews)
    /// </summary>
    /// <param name="enableGroups">The interest groups to enable sending on (or null).</param>
    /// <param name="disableGroups">The interest groups to disable sending on (or null).</param>
    public static void SetSendingEnabled(int[] enableGroups, int[] disableGroups)
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }
        networkingPeer.SetSendingEnabled(enableGroups, disableGroups);
    }



    /// <summary>
    /// Sets level prefix for PhotonViews instantiated later on. Don't set it if you need only one!
    /// </summary>
    /// <remarks>
    /// Important: If you don't use multiple level prefixes, simply don't set this value. The
    /// default value is optimized out of the traffic.
    ///
    /// This won't affect existing PhotonViews (they can't be changed yet for existing PhotonViews).
    ///
    /// Messages sent with a different level prefix will be received but not executed. This affects
    /// RPCs, Instantiates and synchronization.
    ///
    /// Be aware that PUN never resets this value, you'll have to do so yourself.
    /// </remarks>
    /// <param name="prefix">Max value is short.MaxValue = 32767</param>
    public static void SetLevelPrefix(short prefix)
    {
        if (!VerifyCanUseNetwork())
        {
            return;
        }

        networkingPeer.SetLevelPrefix(prefix);
    }

    /// <summary>
    /// Helper function which is called inside this class to erify if certain functions can be used (e.g. RPC when not connected)
    /// </summary>
    /// <returns></returns>
    private static bool VerifyCanUseNetwork()
    {
        if (connected)
        {
            return true;
        }

        Debug.LogError("Cannot send messages when not connected. Either connect to Photon OR use offline mode!");
        return false;
    }

    /// <summary>Wraps loading a level to pause the network mesage-queue. Optionally syncs the loaded level in a room.</summary>
    /// <remarks>
    /// While loading levels, it makes sense to not dispatch messages received by other players.
    /// This method takes care of that by setting PhotonNetwork.isMessageQueueRunning = false and enabling
    /// the queue when the level was loaded.
    ///
    /// To sync the loaded level in a room, set PhotonNetwork.automaticallySyncScene to true.
    /// The Master Client of a room will then sync the loaded level with every other player in the room.
    ///
    /// You should make sure you don't fire RPCs before you load another scene (which doesn't contain
    /// the same GameObjects and PhotonViews). You can call this in OnJoinedRoom.
    ///
    /// This uses Application.LoadLevel.
    /// </remarks>
    /// <param name='levelNumber'>
    /// Number of the level to load. When using level numbers, make sure they are identical on all clients.
    /// </param>
    public static void LoadLevel(int levelNumber)
    {
        networkingPeer.SetLevelInPropsIfSynced(levelNumber);

        PhotonNetwork.isMessageQueueRunning = false;
        networkingPeer.loadingLevelAndPausedNetwork = true;
        Application.LoadLevel(levelNumber);
    }

    /// <summary>Wraps loading a level to pause the network mesage-queue. Optionally syncs the loaded level in a room.</summary>
    /// <remarks>
    /// While loading levels, it makes sense to not dispatch messages received by other players.
    /// This method takes care of that by setting PhotonNetwork.isMessageQueueRunning = false and enabling
    /// the queue when the level was loaded.
    ///
    /// To sync the loaded level in a room, set PhotonNetwork.automaticallySyncScene to true.
    /// The Master Client of a room will then sync the loaded level with every other player in the room.
    ///
    /// You should make sure you don't fire RPCs before you load another scene (which doesn't contain
    /// the same GameObjects and PhotonViews). You can call this in OnJoinedRoom.
    ///
    /// This uses Application.LoadLevel.
    /// </remarks>
    /// <param name='levelName'>
    /// Name of the level to load. Make sure it's available to all clients in the same room.
    /// </param>
    public static void LoadLevel(string levelName)
    {
        networkingPeer.SetLevelInPropsIfSynced(levelName);

        PhotonNetwork.isMessageQueueRunning = false;
        networkingPeer.loadingLevelAndPausedNetwork = true;
        Application.LoadLevel(levelName);
    }


    /// <summary>
    /// This operation makes Photon call your custom web-service by name (path) with the given parameters.
    /// </summary>
    /// <remarks>
    /// This is a server-side feature which must be setup in the Photon Cloud Dashboard prior to use.
    /// See the Turnbased Feature Overview for a short intro.
    /// http://doc.exitgames.com/en/turnbased/current/getting-started/feature-overview
    ///
    /// The Parameters will be converted into JSon format, so make sure your parameters are compatible.
    ///
    /// See PhotonNetworkingMessage.OnWebRpcResponse on how to get a response.
    ///
    /// It's important to understand that the OperationResponse only tells if the WebRPC could be called.
    /// The content of the response contains any values your web-service sent and the error/success code.
    /// In case the web-service failed in some way, an error code and a debug message are usually inside
    /// the OperationResponse.
    ///
    /// The class WebRpcResponse is a helper-class that extracts the most valuable content from the WebRPC
    /// response.
    /// </remarks>
    /// <example>
    /// Example callback implementation:
    ///
    /// public void OnWebRpcResponse(OperationResponse response)
    /// {
    ///     WebRpcResponse webResponse = new WebRpcResponse(operationResponse);
    ///     if (webResponse.ReturnCode != 0) { //...
    ///     }
    ///
    ///     switch (webResponse.Name) { //...
    ///     }
    ///     // and so on
    /// }
    /// </example>
    public static bool WebRpc(string name, object parameters)
    {
        return networkingPeer.WebRpc(name, parameters);
    }
}
